Super Street Fighter II Turbo HD Remix

From SuperCombo Wiki

Introduction

Super Street Fighter II Turbo HD Remix is the sixth revision of the SF2 series, the five previous games being SFII: World Warrior, SFII: Championship Edition, SFII: Hyper Fighting, Super Street Fighter II and Super Street Fighter II Turbo. HD Remix comes packaged with Classic Super Turbo as well as the remixed, rebalanced Super Turbo. Classic mode is based on the Dreamcast port of Super Turbo.

HD Remix was released for Playstation Network and XBox Live on November 26, 2008. The Playstation 3 version of the game is widely used as the tournament standard. There are no testable differences between the two offline versions of the game.

Characters

Ryu
Ken
Chun Li
Guile
Zangief
Dhalsim
Honda
Blanka
Cammy
Fei Long
Hawk
Dee Jay
Boxer
Claw
Sagat
Dictator
Akuma

Notation

Joystick Notation

  • F: Forward - Tilt stick forward/towards the opponent.
  • B: Backward or back - Tilt stick backward/away from the opponent.
  • U: Up - Tilt stick upwards.
  • D: Down - Tilt stick downwards.
  • UB: Up back - Tilt stick between up and back.
  • UF: Up forward - Tilt stick between up and forward.
  • DB: Down back - Tilt stick between down and back.
  • DF: Down forward - Tilt stick between down and forward.
  • QCF: Quarter circle forward - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB: Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF: Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB: Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP (F,D,DF): Dragon Punch - Tilt stick forwards, then to downward, then to downward and forward.
  • TK (HCF,UF): Tiger Knee - A half circle forwards motion, then up and forward.
  • 360: Full circle - Complete a full rotation of the stick, 360 degrees. Example: Zangief's Spinning Pile Driver.
  • 720: 2 full circles - Complete 2 full rotations of the stick, 720 degrees. Example: Zangief's Super Attack (Final Atomic Buster).
  • Charge - Hold the stick in either B or D (depending on the attack) then move to F or U respectively.

Charge motions that start with D (example: Guile's Somersault Kick) can be charged in DB or DF and can be ended in UB or UF. Charge motions that start with B (example: Guile's Sonic Boom) can be charged in DB or UB and can only be ended in F, not DF or UF (with the exception of Boxer). Claw has a unique charge attack (Flipkick) that can only be charged in DB (not D or B) and can only end in F.

Six Button Notation

  • Jab - light punch (LP)
  • Strong - medium punch (MP)
  • Fierce - hard punch (HP)
  • P - any punch
  • PP or 2P - 2 punches simultaneously
  • PPP or 3P - three punches simultaneously
  • Short - light kick (LK)
  • Forward - medium kick (MK)
  • Roundhouse (RH) - hard kick (HK)
  • K = any kick
  • KK or 2K - 2 kicks simultaneously
  • KKK or 3K - three kicks simultaneously

--Some of this info is an excerpt from NKI's edit of the ST Wiki.


Descriptors

Character Modifiers

  • O.Character - Example: O.Ryu. The Old or SSFII version of the Ryu character. Some O.Characters are a combination of their CE/HF/SSFII versions.
  • N.Character - Example: N.Ryu. The New or ST version of the Ryu character.
  • R.Character - Example: R.Ryu. The Remixed or HDR version of the Ryu character.

Miscellaneous Notation

  • WW = World Warrior
  • CE = Championship Edition
  • HF = Hyper Fighting = SFIIT = Street Fighter II Turbo
  • S = SSFII = Super Street Fighter II
  • ST = Super Turbo = SSFIIT = SSFIIX = Super Street Fighter II Turbo
  • AE or HSF = Anniversary Edition or Hyper Street Fighter II
  • HDR = HD Remix = SSFIITHDR = ST Remix = Super Street Fighter II Turbo High Definition Remix
  • Tatsu = Tatsu Maki Sempuu Kyaku = Ryu, Ken and Akuma's Hurricane Kick
  • SBK = Chun Li's Spinning Bird Kick
  • SPD = Zangief's Spinning Pile Driver
  • FAB = Zangief's Super Attack (Final Atomic Buster)
  • MGU = Dee Jay's Machine Gun Upper
  • DR = Dictator's Devil's Reverse
  • TAP = Boxer's Turn Around Punch (hold 2P or 2K, then release)
  • Boxer = American Balrog = Japanese Bison
  • Claw = American Vega = Japanese Balrog
  • Dictator = American Bison = Japanese Vega

Some character names are different in the Japanese version, so to avoid confusion, and out of respect for the characters' original names, some people do not use the names Vega, Bison, or Balrog.

--Some of this info is an excerpt from NKI's edit of the ST Wiki.
--Blitzfu 02:19, 1 April 2010 (UTC)

Connectors

  • ~ or -> = Immediately after.

Example: "Strong~Fierce" or "Strong->Fierce" means press Fierce IMMEDIATELY after Strong.

  • + - Simultaneously with: all actions should be performed at the same time.

Example: F+MK = Press towards and medium kick
Example: Jab+Strong = Press Jab and Strong

  • , = Combo, Link: A combo is a sequence of attacks that puts your opponent in enough blockstun or hitstun to follow up with another attack. Combos put an opponent in automatic hitstun or blockstun for the duration of the entire combo. Combos cannot be interrupted at all.

Example: Dee Jay's crouching Jab, crouching Jab
Example: Dee Jay's jumping Roundhouse, standing Strong xx Fierce Max Out.

A link is a sequence of attacks that puts your opponent in enough hitstun or block stun, so that the next attack in the link starts up fast enough to catch the opponent trying to interrupt the link with an attack. Links can be interrupted by invincible attacks, some non-invincible attacks and throws. All combos are links, but not all links are combos.
Example: Dictator's standing Forward, standing Forward
Example: Dictator's Short Scissor Kicks, standing Short

  • xx = Cancel: a cancel is performed when a Normal Attack is cancelled into a Special or Super Attack. Not all Normals can be cancelled into Specials or Supers.

Example: Sagat's close standing Strong xx Roundhouse Tiger Shot
Example: Sagat's crouching Forward xx Super Attack (Tiger Genocide)

  • /\ = Jump: clarifies transition from ground to air actions.

Example: Knee Bash /\ j.Jab = Follow Knee Bash with a jumping Jab

  • \/ = Land: clarifies transition from air to ground actions.

Example: j.Fierce \/ cr.Short = Follow jumping Fierce with a crouching Short


--Some of this info is an excerpt from Murderbydeath's edit of the AE Wiki.
--Blitzfu 21:30, 1 April 2010 (UTC)

State Modifiers

  • st. - Standing - the following move should be performed in the standing position (without holding any direction on the stick). Example: st.Fierce, perform a Fierce while standing.
  • cr. - Crouching - the following move should be performed in the crouching position (hold D, DB or DF on the stick). Example: cr.Fierce, perform a Fierce while crouching.
  • j. - Jumping - the following move should be performed while jumping through the air (hold U, UB or UF on the stick). Example: j.Fierce, perform a Fierce while jumping.
  • cl. - Close - the following attack should be performed very close to the opponent in the standing position so that the close animation of the attack activates. Example: cl.Fierce, perform a standing Fierce while very close to the opponent.
  • n. - Neutral - usually used to mean a neutral jump, which is a jump performed while holding U on the stick, and not UF or UB. Example: n.j.Fierce, perform a Fierce while jumping straight up. Neutral can also mean to not hold any direction on the stick. Example: Guile's n.Forward can only be performed while not holding any direction on the stick and pressing Forward.

--Some of this info is an excerpt from NKI's edit of the ST Wiki.
--Blitzfu 21:30, 2 April 2010 (UTC)

Hitbox Images

All Hitbox Images captured by Rufus on XBOX360, training mode, speed zero, hitboxes on, using video capture device Canopus ADVC 100 and edited with Kino. Many thanks Rufus.

Blue boxes = vulnerable areas where the character can be hit.
No blue boxes = character cannot be hit at all (invincible).
Red boxes = offensive areas where the character can hit his opponent. A hit occurs when a red box overlaps the opponent's blue box.


Ryu
Ken
Chun Li
Guile
Zangief
Dhalsim
Honda
Blanka
Cammy
Fei
Hawk
Dee Jay
Boxer
Claw
Sagat
Dictator
Akuma


Projectiles
Starting positions
Miscellaneous

--Blitzfu 02:14, 1 April 2010 (UTC)

Frame Data

Some of the attacks in Remix were changed from their Classic versions, sped up or slowed down, and as a result, the frame data was changed. This is a list of changes that (probably) had their frame data changed. The list is based on David Sirlin's balance articles.

Remix Frame Data

Tiers

Consensus Matchup Chart
This is a matchup chart originally created by Thelo to aggregate the matchup rating opinions of most players, with strong players getting more weight in their opinion. The numbers come from all over the SRK HDR forum, and from Thelo's personal discussions with other players. The chart is updated as he gets new opinions. The SRK Consensus Matchup thread.

Each A-B matchup rating means the average number of games that a strong player of character A would win against an equally skilled player of character B, in a hypothetical series of 10 games. For instance, if Ryu has a rating of 7 against E. Honda, that means that the Ryu player would win 7 games out of 10, on average (so Ryu has advantage over E. Honda). This chart is sorted by total points.

Last updated 2010-02-05:


Matchups Ryu Ken E.Honda ChunLi Blanka Zangief Guile Dhalsim T.Hawk Cammy FeiLong DeeJay Balrog Vega Sagat M.Bison Total
Ryu - 6 7.5 6 6 6 5.5 4 6 7 6 6.5 4.5 4 4.5 5.5 85
Balrog 5.5 6 5 5.5 7 4 7 5 6 4.5 6.5 6 - 5.5 6 5.5 85
Vega 6 6 4 5.5 6 6 6.5 6 7 5 6.5 5.5 4.5 - 5.5 4 84
DeeJay 3.5 5 6.5 5 7 6.5 4.5 4 6.5 6 7 - 4 4.5 5 6 81
Ken 4 - 7.5 5.5 6 6 4.5 4 7 6.5 6 5 4 4 4.5 6 80.5
E.Honda 2.5 2.5 - 4.5 6 7.5 4 5.5 7.5 7 6.5 3.5 5 6 4.5 5.5 78
Dhalsim 6 6 4.5 4 5 5.5 6.5 - 4 3.5 6.5 6 5 4 7 4.5 78
Sagat 5.5 5.5 5.5 5.5 5.5 7 5 3 6 6 4.5 5 4 4.5 - 5 77.5
M.Bison 4.5 4 4.5 4.5 5 4.5 5.5 5.5 6 6 5.5 4 4.5 6 5 - 75
Guile 4.5 5.5 6 5 3.5 6.5 - 3.5 6.5 7 5 5.5 3 3.5 5 4.5 74.5
ChunLi 4 4.5 5.5 - 5.5 6 5 6 4.5 5.5 3.5 5 4.5 4.5 4.5 5.5 74
Blanka 4 4 4 4.5 - 7 6.5 5 6.5 5 4 3 3 4 4.5 5 70
Cammy 3 3.5 3 4.5 5 6 3 6.5 7 - 5 4 5.5 5 4 4 69
FeiLong 4 4 3.5 6.5 6 5.5 5 3.5 6 5 - 3 3.5 3.5 5.5 4.5 69
Zangief 4 4 2.5 4 3 - 3.5 4.5 5 4 4.5 3.5 6 4 3 5.5 61
T.Hawk 4 3 2.5 5.5 3.5 5 3.5 6 - 3 4 3.5 4 3 4 4 58.5


--Blitzfu 18:49, 4 April 2010 (UTC)